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/////////////////////////////////////////////////////////////////////////////
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// Name: game.h
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// Purpose: Life! game logic
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// Author: Guillermo Rodriguez Garcia, <guille@iies.es>
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// Modified by:
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// Created: Jan/2000
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// RCS-ID: $Id$
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// Copyright: (c) 2000, Guillermo Rodriguez Garcia
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _LIFE_GAME_H_
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#define _LIFE_GAME_H_
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// --------------------------------------------------------------------------
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// LifePattern
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// --------------------------------------------------------------------------
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// A class which holds a pattern
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class LifePattern
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{
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public:
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// This ctor is used by the LifeReader class
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LifePattern(wxString name,
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wxString description,
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wxString rules,
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wxArrayString shape)
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{
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m_name = name;
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m_description = description;
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m_rules = rules;
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m_shape = shape;
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};
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// A more convenient ctor for the built-in samples
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LifePattern(wxString name,
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wxString description,
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int width,
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int height,
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const char *shape)
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{
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m_name = name;
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m_description = description;
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m_rules = wxEmptyString;
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// TODO: add the positions later, since the formatting command
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// causes a crash due to conversion objects not being available
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// during initialisation.
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#ifndef __WXMAC__
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m_shape.Add( wxString::Format(_T("%i %i"), -width/2, -height/2) );
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#endif
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for(int j = 0; j < height; j++)
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{
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wxString tmp;
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for(int i = 0; i < width; i++)
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{
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tmp += wxChar(shape[j * width + i]);
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}
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m_shape.Add( tmp );
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}
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};
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wxString m_name;
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wxString m_description;
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wxString m_rules;
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wxArrayString m_shape;
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};
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// --------------------------------------------------------------------------
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// Life
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// --------------------------------------------------------------------------
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// A struct used to pass cell coordinates around
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struct LifeCell
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{
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wxInt32 i;
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wxInt32 j;
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};
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// A private class that contains data about a block of cells
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class LifeCellBox;
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// A class that models a Life game instance
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class Life
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{
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public:
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// ctor and dtor
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Life();
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~Life();
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// accessors
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inline wxUint32 GetNumCells() const { return m_numcells; };
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inline wxString GetRules() const { return m_rules; };
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inline wxString GetDescription() const { return m_description; };
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bool IsAlive(wxInt32 x, wxInt32 y);
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void SetCell(wxInt32 x, wxInt32 y, bool alive = true);
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void SetPattern(const LifePattern &pattern);
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// game control
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void Clear();
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bool NextTic();
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// navigation
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LifeCell FindNorth();
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LifeCell FindSouth();
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LifeCell FindWest();
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LifeCell FindEast();
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LifeCell FindCenter();
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// The following functions find cells within a given viewport; either
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// all alive cells, or only those cells which have changed since last
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// generation. You first call BeginFind() to specify the viewport,
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// then keep calling FindMore() until it returns true.
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//
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// BeginFind:
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// Specify the viewport and whether to look for alive cells or for
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// cells which have changed since the last generation and thus need
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// to be repainted. In this latter case, there is no distinction
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// between newborn or just-dead cells.
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//
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// FindMore:
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// Fills an array with cells that match the specification given with
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// BeginFind(). The array itself belongs to the Life object and must
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// not be modified or freed by the caller. If this function returns
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// false, then the operation is not complete: just process all cells
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// and call FillMore() again.
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//
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void BeginFind(wxInt32 x0, wxInt32 y0,
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wxInt32 x1, wxInt32 y1,
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bool changed);
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bool FindMore(LifeCell *cells[], size_t *ncells);
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private:
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// cellbox-related
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LifeCellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv);
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LifeCellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = true);
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void KillBox(LifeCellBox *c);
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// helper for BeginFind & FindMore
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void DoLine(wxInt32 x, wxInt32 y, wxUint32 alive, wxUint32 old = 0);
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// pattern description
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wxString m_name; // name (currently unused)
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wxString m_rules; // rules (currently unused)
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wxString m_description; // description
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// pattern data
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LifeCellBox *m_head; // list of alive boxes
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LifeCellBox *m_available; // list of reusable dead boxes
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LifeCellBox **m_boxes; // hash table of alive boxes
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wxUint32 m_numcells; // population (number of alive cells)
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// state vars for BeginFind & FindMore
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LifeCell *m_cells; // array of cells
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size_t m_ncells; // number of valid entries in m_cells
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wxInt32 m_x, m_y, // counters and search mode
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m_x0, m_y0,
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m_x1, m_y1;
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bool m_changed;
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bool m_findmore;
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};
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#endif // _LIFE_GAME_H_
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